ConvertWorldLocationToScreenLocation frame lag?
I have a UserWidget with an Event Tick function and I am using the blueprint node ConvertWorldLocationToScreenLocation on a static actor location then [Set Position in Viewport] on widget -- when I run the game and shake the FPS camera up/down or left/right the widget appears to lag behind by a frame. The problem is very noticeable if I add a DrawDebugString() to the same actor. The distance between the widget and the text will vary while the head moves then stabilize when the head stops. Looking at the code for DrawDebugString() it seems to delay the Canvas->Project() until just before rendering.
My character class has a UCameraComponent attached to the CapsuleComponent which I think is pretty standard.
I'm not sure if I need change the TickGroup of something... FSlateApplication::Tick() seems to be called very late already.
Has anyone heard of this issue before... any suggestions?
asked Feb 24 '16 at 12:55 AM in Rendering
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